Runbow is an action party game with a unique art style and a never-before seen colour mechanic that will keep you running back for more. Platforms and obstacles appear and disappear as the background colour changes, so if you can’t see something, it doesn’t exist. Whether you're playing alone or with friends, Runbow is fast, frantic, and a lot of fun.

Players can race against each other in The Runbow Run, or go head to head in a number of different modes including King of the Hill and Arena to name a few. Use the Wii U GamePad to become the malevolent ColourMaster controlling the colours and the obstacles in the level, or tackle our toughest game mode, The Bowhemoth, a 30+ minute platforming challenge that will put the patience and skill of even the toughest players to the test.

If dozens of game modes, hundreds of unlockable costumes, and a crazy, colourful gaming challenge sounds like fun, then you better get ready to Runbow!

So I've been looking for the right time to post this up here and I figure this is a good a time as any. So for the last few months I've been working with a great gang of guys on RUNBOW, and now that we're officially on our way to Indiecade to go hang out with Nintendo, I figured I should get the shameless self promotion train a-rolling.

>guy on GS makes platformer>guy on GS doesn't ask a master platformer to playtest game

0/10pirate it/fitz

huehuehueLooks really neat, man! It reminds me of a game I grabbed on the 3DS called Color Zen. I love the idea of messing with colors and changing the world around you. You have a demo? When does it drop on the eShop?

Looks really neat, man! It reminds me of a game I grabbed on the 3DS called Color Zen. I love the idea of messing with colors and changing the world around you. You have a demo? When does it drop on the eShop?

As it stands right now we don't have any sort of formal demo really. We occasionally put together builds for showcases like Indiecade, but we're a long way's out from any sort of public demo. If you were in town I'd invite you over by our office to do some testing though, as that's always a good time.

As far as an actual release, we're pushing for Summer 2015, though that might get nudged about a bit depending on how things go.

Hey Martyk, what's your experience been like working in video game development? What's your position/education/etc? Was it easy to get the job?

I'm curious, I mean, it's what I want to do also.

As far as education goes my background is primarily programming, but last year I enrolled in a game design post-grad at George Brown College here in Toronto. That's sort of how this ball got rolling. The way they set up the course they sort of encouraged us to think of ourselves as a studio. We all ended up working really well together so we decided to try our hand at this whole "running a studio" business for real, and so we started up 13AM Games.

So I guess in that sense, it wasn't that tricky to get the job, what with myself being currently self-employed, but the road that got me here was a long one. We all work late nights regularly and, so far at least, don't actually make any money. That said, despite the amount of work that goes into developing a game, it's an absurd amount of fun and we all love what we do. It's hard work, but it's always a blast, and times like this when we get to show off what we've been up to and hear people's feedback make all that hard work worth it.

Marty that game looks sick as ****! Cool idea and the trailer looks like it has some unique execution (the multi-striped color background seems like it would be incredibly hectic with the platform interactions, awesome). Good luck man!

Out of curiosity, are there any positions in game design or whatever for people that can't program?

I've tried it, I can't do it. Programming makes me crazy and is not anything like how my brain likes to operate. I just get mad and bored. But I know so much about games and mechanics and I know good games. I want to help but feel like I can't and that people don't want someone like me on a game project anyway because I "don't know how to do anything."

You definitely do not need to know programing to get into game design. Making a game requires a wide range of different skill sets, which I think is why we work so well together here at 13AM Games. We've got a very eclectic mix of backgrounds. In the nine of us on the team, only two of us are programmers, and before last year we were the only ones who had ever done anything like this before. Skills that aren't immediately apparent as being useful can turn out to be a lot more essential than many would think.

We've got guys on the team with backgrounds in writing, film, engineering, advertisement, not to mention our artists and programmers. All of them bring to the table their unique experiences, which allows us to have a broader base to work with when designing our games, and a wider skill set to draw from while developing them.